After testing with multiple settings, I still can't get those bastards to work. These are the codes I use:
; -----------------------------------------------------------------------------
Object VehicleWreckCrateLevelUp
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = PMJnkCrate
End
End
; ***DESIGN parameters ***
EditorSorting = MISC_MAN_MADE
; *** ENGINEERING Parameters ***
KindOf = PARACHUTABLE CRATE;Only Salvage crates are marked Selectable so the Mouse can interact with them and give Salvage voices. Being dead makes them not actually selectable
Behavior = VeterancyCrateCollide ModuleTag_ForbiddenChanges
ForbiddenKindOf = PROJECTILE
EffectRange = 10
;ExecuteFX = FX_CratePickup
ExecuteAnimation = MoneyPickUp
ExecuteAnimationTime = 4.0 ; In seconds
ExecuteAnimationZRise = 15.0 ; Z world units per second to rise
ExecuteAnimationFades = Yes ; Animation does/doesn't fade out
End
Behavior = DeletionUpdate ModuleTag_03; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = 30000
MaxLifetime = 35000
End
Geometry = BOX
GeometryMajorRadius = 12.0
GeometryMinorRadius = 12.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
End
The VeterancyCrateCollide is the part that should give the level up. As you may see, I added an small animation when the crate is picked up. The results are rather... interesting: the anim keeps playing as long as an unit is colliding with the crate, until the unit moves away, or the crate is removed by DeletionUpdate.
I'm beginning to have the strange feeling that the VeterancyCrateCollide module is broken. Am I right on this?